I am attempting to utilize particles to display falling snow in a 3D scene without creating shaders directly on the HTML page. Due to project constraints, adding specific scripts is not allowed and many additional scripts are loaded dynamically rather than included in the HTML page using <script src=''>
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Encountering the following errors (short version: http://pastebin.com/KqiZze49, full version: http://pastebin.com/LZHhCnuh):
THREE.WebGLShader: Shader couldn't compile. three.min.js:592(anonymous function)
three.min.js:592(anonymous function) three.min.js:588initMaterial three.min.js:566z
three.min.js:488renderBuffer three.min.js:544v three.min.js:483render
three.min.js:556Rekod3DBuildings.Engine.renderScene rekod3d-new.js:668
(anonymous function) new-index.html:71
THREE.WebGLShader: gl.getShaderInfoLog() ERROR: 0:68: 'gl_FragColor' : undeclared identifier
ERROR: 0:68: 'assign' : cannot convert from '4-component vector of float' to 'float'
ERROR: 0:68: 'gl_PointCoord' : undeclared identifier
ERROR: 0:68: 'texture2D' : no matching overloaded function found
The issue arises when generating shaders dynamically in JavaScript but incorporating them as pre-made parts in the HTML page eliminates the errors, showcasing correct results as seen in the screenshot above.
Including shaders in the HTML page resolves any errors that occur. While it may seem that the incorrect creation of shaders in JavaScript is the root cause, there are peculiarities worth exploring:
1). How are the shaders generated in JavaScript?
Snippet shared at http://pastebin.com/HncUKMUL showcases the process of creating vertex and fragment shaders in JavaScript. The functions ensure proper shader generation and addition.
2). After their creation, verifying if the shaders are successfully added is crucial:
Referencing the screenshot, it can be observed that the shaders have been successfully incorporated into the project.
Source code responsible for preparing particles available at http://pastebin.com/HgLHJWFu:
The source code sets up snow particles by loading a texture and defining attributes and uniforms necessary for rendering. A custom shader material is created, followed by the population of particles, each with unique properties.
If you have any insights or advice on resolving the dilemma, your assistance would be greatly appreciated.